Luigi's Mansion: Dark Moon is the sequel to Luigi's Mansion. It was released March 20th, 2013 in Japan, March 24th, 2013 in North America, and March 28th, 2013 in Europe.

Luigi's Mansion: Dark Moon will contain at least six mansions and will introduce the Poltergust 5000, which is an upgrade from the Poltergust 3000 since in the first Luigi's Mansion. It will be able to suck up ghosts and as well have several new features. The game will have multiple missions and mission-based challenges.

Professor E. Gadd has been doing research about the ghosts in Evershade Valley, when one night King Boo suddenly appears and shatters the Dark Moon. The pieces of the Moon are scattered into each mansion of the valley, where the once friendly ghosts, are now evil.

While at home, Luigi is sleeping while watching the TV, until E. Gadd appears on the television screen and informs him about the situation. E. Gadd then uses the Pixelator to transport Luigi through the screen to Evershade Valley to help search for the broken pieces of the Dark Moon.

After the Dark Moon is shattered, Luigi will have find the Dark Moon pieces. There is a total of six mansions so far confirmed(one mansion is used for multiplayer mode), which will have multiple mansions inside of each of them. The Poltergust 5000 is also new to the game and is the upgrade to the Poltergust 3000. Shining a light with the flashlight no longer stuns all of the ghosts, so now the players will have to activate the Strobulb to stun them. The Flash Light now has a new featured called the Dark-Light, where it will shine a rainbow-colored light to find things like a path of a Boo or invisible objects. E. Gadd will give Luigi the Dual Scream, which is just an original Nintendo DS and act like the Game Boy Horror did in Luigi's Mansion. It will display the map on the 3DS's bottom screen. Like the previous game, cash and gems will help for the mission score and as well upgrades to the Poltergust 5000.

Luigi's Mansion: Dark Moon will also include a multiplayer mode in the game called Scarescraper or Trill Tower in the PAL version. This mode will include a series of floors where four players are able to play on. The Scarescraper will choose the amount of rooms that will range from five to infinite. This mode will be local and online multiplayer. There will be three modes in this mode:

Hunter Mode - Players will catch all ghosts before proceeding to the next floor.

Rush Mode - Players have to reach the hatch in the allotted time.

Polterpup Mode - Players will have to chase and capture all Polterpups.

Luigi's Mansion: Dark Moon features different themed mansions that Luigi is able to explore, thanks to E. Gadd's new teleport system. Each mansion will have its own number of missions. It will have six mansions to play in (one is only exclusive to multiplayer).

This action-filled follow-up to the original Luigi's Mansion for the Nintendo GameCube launches for the Nintendo 3DS this holiday. Players can expect more haunted mansions to explore and new ways for Luigi to take on a wild assortment of ghosts in this new adventure. In addition to using the strobe function of his flashlight to stun ghosts, Luigi must solve various puzzles and reveal hidden details in the environment to unlock new areas in the mansions.

There are quite a lot of major, impressive 3DS games on display here at E3. Kid Icarus Uprising is sensational. Mario Kart rocks. The new Super Mario -- totally solid. But I'm stepping up right now to tell you that Luigi's Mansion 2 blows them all away in the area that may just matter most. 3D.

Now, others will have different opinions. You'll read about how the stereoscopic depth brings the landscapes of Kid Icarus to life, or how Mario Kart's tracks have never looked better. And those things are true. But Luigi's Mansion 2, with its slow pace of exploration, its indoor environments and its comparatively intimate focus, draws you into the 3D experience in a way the faster action games just can't hope to achieve.

It just looks brilliant. Like staring into a living, breathing diorama where Luigi's tip-toeing around and getting freaking out by spooks at every turn. The architecture of the mansion is wonderfully detailed, with each piece of furniture, each wall-hanging decoration and each wispy, wafting cobweb all helping weave together the incredibly deep experience.

Oh, and the game's pretty fun to play too.

Professor E. Gadd returns!

Anyone who's had a turn with the GameCube original Luigi's Mansion will pick up the basic concept here right away, as it's essentially the same design -- Luigi is armed with a combination flashlight/vacuum cleaner and he must first scare the mansion-dwelling ghosts with a blast of light, then suck them up into his Poltergust canister. He also comes across lots of scattered coins and dollar bills to collect along the way, and he has to solve simple puzzles and clear certain rooms entirely of ghosts to earn keys and move forward through locked doors to get deeper into the mansion.

This 3DS sequel adds a few tweaks to the formula, though. Luigi's flashlight can now shoot out a quick, intense burst of light called a strobe to start the process of ghostcatching (that's a bit different than the Cube game.) Luigi's also got a new, electricity-based zap attack that he can trigger when a ghost tries to escape from his vacuum stream -- an A Button icon will flash above his head, and then hitting A with proper timing will send out a yellow bolt of lightning to shock the spook back into submission, defeating their attempt to break away from being sucked up.

Then there's simultaneous ghost streaming, which awards you for stunning and then capturing more than one ghost at once. Nintendo's rep in attendance told me they've got the game system supporting as many as three ghosts getting sucked at once right now, and they're pushing for even more in the final product. Four, five, six ghosts at once? Who knows.

Bustin' two ghosts at once.

The 3DS system's built-in gyroscope also comes into play, as tilting your system up, down and side-to-side lets Luigi aim his vacuum and/or flashlight above and below him -- in the demo, extra coins were hiding in the rafters of a room and couldn't be collected without the tilt.

And then there are the new additions that, again, just serve to reinforce this game's great sense of depth -- like turning the flashlight around and pointing it straight out of the screen. At your face. Luigi has no qualms about blinding the player controlling him, and the lighting flare effect that results from trying to flash yourself is a whole lot of fun -- reminiscent of that great first time in Metroid Prime when you saw Samus' eyes reflect against the inside of her visor.

Now, Luigi's Mansion 2 isn't going to have the name recognition of Nintendo's other titles. It's probably not going to get as much attention as them, as E3 goes forward. It may not win as many awards. But no matter how anyone else reacts, I'm telling you the truth right here -- Luigi's Mansion 2 is a winner, it's absolutely worth getting hyped for and it's proving that there's more and more potential to tap with the 3DS system's signature stereoscopic screen.